Earth Pantheon
Chande, Ganemesh, Gotron, Horda, Kurraka, Lokmyda

Warning: The information in this file is draft information and will change.

Gotron opposed to Amaran, Lokmyda opposed to Dhoom
Opposed Pantheon: Sky/Air
Allied Patheons: Water and Darkness
Element: Earth, Acid
Weapon: Axe, Th. Axe
Statistics: 5 main gods, ~45 total spells, 33 common

Chande [Minor God] (power available to any god in the Earth pantheon)
Character: The Seer
Skills: Agriculture, Herding
Powers: Weather Augury (Predict Weather)
Restricted Powers: none
Description of Powers:
 
  • Weather Augury: (ritual on area) predict weather, gives minor advantages for agriculture and herding in an entire village area.
Ganemesh
Character: The Elephant Warrior King (Magic Warrior, Trade)
Skills: Capacity, Drive, Herding, Merchantile, Negotiation
Powers: Elephant Hide, Enhance Slashing, Fair Market, Improve Merchantile, Speed Vehicle, Transfer, Warning
Restricted Powers: Boost Drive (from son, Ganer), Master Appeal (above initiate), Exchange Spell (above initiate), Improve Language (from wife, Hilli), Invigorate (from wife, Hilli)
Description of Powers:
 
  • Elephant Hide (2): personal, continuous, nonstackable. The target of this gains protection of a +3 AP elephant-like skin. The skin turns grey and becomes slightly hairy.
  • Enhance Slashing:
  • Fair Market (limit to prices, stealing limited)
  • Warning (continuous, against ambush)
  • Transfer (MP or potence)
  • Improve [Speak Language, Merchantile] (1): personal, continuous, stackable. Each point provides a two point bonus to the skill. Experience is still calculated without the bonus of this spell. Example, two points of Improve will make the skill effectively four higher (ie. 16 to 20 skill), but experience rolls are still made based on the base skill (16 in this example). Improve Speak Language improves ability to speak all spoken languages known or learned.
  • Speed Vehicle (Hie vehicle)
  • Exchange Spell (spirit)
  • Master Appeal (1): personal, continuous, stackable. Each point provides a one point bonus to the ability (and to all skills related to that ability). Experience is still calculated without the bonus of this spell. Example, two points of Master Appeal will make the Appeal ability two higher (ie. +2 to +4), but experience rolls are still made based on the base skill.
  • Invigorate (fatigue recover, one hit restored)
  • Boost Drive (1): touch, temporal, nonstackable, reusable. Skill increases by 5 points for the duration of the spell.
Gotron
Character: Father of the Earth, Opposed to Amaran, life god, renewal father, (Farm), (Fertily-Linga), Two daughters Zukali (Water pantheon) and Amsele (Darkness pantheon)
Skills: Agriculture or Herding, Craft [Any] or Leadership, [Any] Defend, Axe Attack [held or thrown], Forced March
Powers: Animal Bounty, Blast, Enhance Damage, Earthpower, Great Defense, Improve Craft, Tilling
Restricted Powers: (both cult only) Earthshield, Stand Ground
Description of Powers
 
  • Animal Bounty, Area Spell. Animal Bounty (1): touch, instant, nonstackable, reusable. This fertility spell icreases the calving potential for each beast so blessed. Each birth produces a health ofspring or, rarely twins. Nine of ten offspring born to a beast influenced by this spell are female. The spell may only be used on the High Holy Day of the year, and affect only the following year's offspring.
  • Blast (2d3-target spirit = damage),
  • Enhance Damage (+3)
  • Earthpower (1, manual & auto, gain 3 Mana),
  • Earthshield, (1): touch, temporal, stackable, reusable. This gives the target's body a magical protection. This protection is +3 AP per point of spell.
  • Stand Ground (Face Enemy, group up to 5), (2): ranged, temporal, nonstackable, reusable. Causes the target to stand and fight all enemies without fear or hatred. The target must stand and fight during the spells duration and is immune to all mind-affecting spells during that time (such as Berserk, Fear, Mindblast, etc.)
  • Great Defense (Great Parry),
  • Tilling (increase acreage/labor),
  • Improve Craft (1): personal, continuous, stackable. Each point provides a two point bonus to the skill. Experience is still calculated without the bonus of this spell. Example, two points of Improve will make the skill effectively four higher (ie. 16 to 20 skill), but experience rolls are still made based on the base skill (16 in this example).
Horda
Character: The Rumbling Earth, the Drunkard: (Defensive Warrior) .
Skills: Athletics, Avoid or [Any] Defend, Folklore, Grappling, Sprint
Powers: Command Earth Demon, Crevice, Fury, Demon to Golem, Inspire, Fight Disease, Improve Leadership
Restricted Powers: Smite Foe (above initiate), Embody Horda (Horda only)
Description of Powers:
 
  • Command Earth Demon (Gnome)
  • Crevice (minor attack)
  • Improve Leadership (1): personal, continuous, stackable. Each point provides a two point bonus to the skill. Experience is still calculated without the bonus of this spell. Example, two points of Improve will make the skill effectively four higher (ie. 16 to 20 skill), but experience rolls are still made based on the base skill (16 in this example).
  • Demon to Golem (1): ranged, temporal, nonstackable, reusable. Only works on Earth Demons. Gnome to Gargoyle (1): ranged, temporal, nonstackable, reusable. This spell must be cast upon Gnome, It turns the Gnome into a humanoid monster. The monster produced has the STR and POW of the original Gnome. The Gnome's HP remain the same and become the Gargolye's SIZ. It lacks CON, INT, and DEX, moving only at the caster's command and attacking on strike rank 10. Its chance to hit is 25% plus its attack modifier, which can go up by expirience. The gargolye produced cannot fly. When the spell expires, the creature turns back into earth.
  • Embody Horda (1): personal, continuous, nonstackable. Spell provides a bonus to the Damage ability of +2.
  • Fury (1): self only, duration 6 hours, nonstackable, reusable. The spell increases the user's chance to hit with any weapon by half again the caster's skill, rounded up. The user may not parry or cast magic other than attack (MP vs. MP spells). The spell haves the caster's Dodge.
  • Smite Foe (1): ranged, temporal, stackable, reusable. When cast on a weapon, it causes both attack to increase 15% and damage to increase +1d6 per point.
  • Inspire (morale bonus to 25)
  • Fight Disease, Improve Leadership (+1per)
Kurraka
Character: Goddess of the Wood (Nature)
Skills: Athletics, Courtesy, First Aid, Fieldcraft, Fishing or Hunting
Powers: Boost Stealth, Cure Malady, Earthtouch, Healing Trance, Prayer of Armor, Tree Bonding, Ward Food
Restricted Powers: Rejuvenation (above initiate)
Description of Powers:
 
  • Rejuvenation (2, one hit healed for up to 5, recover consciousness if zero hits, +2 to childbirth success, no pain, dismiss/counter to mind spells)
  • Boost Stealth (1): touch, temporal, nonstackable, reusable. Skill increases by 5 points for the duration of the spell.
  • Cure Malady (disease, other)
  • Tree Bonding (1): touch, temporal, nonstackable, reusable. Allows caster to touch a nearby tree and bond with that tree. Effects of the commune are that the tree takes half the damage the character would, if the character remains within 100 meters of the tree. The caster can also sense activities within 10 meters of the tree. If the tree is a faire spirit, the effects are different: instead the character gains one potence and looses one PM and can talk with the tree spirit wit +2 to all Appeal skills with the tree spirit.
  • Earthtouch (learn or tell, HP, Spirit, DAM, skills)
  • Healing Trance
  • Ward Food (Ward Vermin)
  • Prayer of Armor (1): personal, temporal, stackable, reusable. Up to five targets, caster plus four more. Caster and up to four willing targets all gain the effect the mystic spell, but as a god spell, meaning this spell stacks with the mystic version. No mana is needed to power this spell. Each point is equal to one point of the mystic spell. Example, Prayer of Avoid 3 cast would put Avoid 3 on caster plus up to four targets within range. Caster would have equivalent of Avoid 5 if the caster also cast Avoid 2, other targets would still have Avoid 3 effect unless they also had the Avoid spell on themself. Since the spell is stackable, Prayers from multiple casters on overlapping targets all stack.
Lokmyda
Character: The Mountain, (Magician), Opposed to Dhoom
Skills: Craft Any, Devise, Enchant, Fortitude, Any Defend
Powers: Conceal Item, Curse, Earth Healing, Group Defense, Prayer of Armor, Protection Piercing
Restricted Powers: Bless Item (cult only), Create Golem (cult only), Stasis (above initiate)
Description of Powers:
 
  • Bless Item: spirit enchant, nonstackable, reusable. The spell may be cast on any weapon, or armor. On a weapon it makes it always do max weapon damage, not including spells or strength bonuses. Cost in POW is different according to damage: 1 for 1-7, 2 for 8-14, 3 for 15-19. On armor it halfs-again (round down) AP, cost being 1 POW per three AP increase, rounded down.
  • Conceal Item (hide item) Safe (2): touch, duration 8 weeks, nonstackable, reusable. Cast upon a container or opening to bar unwanted passage. When it is cast, the caster must boost the spell with magic points. When anyone other than the caster or someone in Mindlink with the caster tries to open the the secured container or cross a doorway with the spell, they are attacked by the MPs in the spell. If the MPs in spell overcome the MPs of the target, the target takes 1d6 to general HP as damage and is forced back. If the target's MPs are not overcome, the spell is broken and anyone may enter freely. If one fails the first time, the person may try again until slain by the damage or until they succeeds. A person trying to gain entrance of the secured area is only immune with Countermagic if the points are higher than the MPs in the spell.
  • Curse (1): ranged, temporal, stackable, reusable. If the MPs of the target are overcome, the foe becomes cursed. Caster chooses effects from below.
    1: Victim's movement rate is halved
    2: Victim cannot use more than one MP per melee round
    3: Victim's maximum fatigue drops to zero (unless already zero, then there is no effect), form whence it cannot be raised, regardless of ENC. Wearing of armor or taking actions reduces fatigue lower
    4: Victim becomes night blind, if sun is not visible then victim is blinded as if there is not light
    5: Victim is Demoralized
    6: Victim begins losing one HP every minute (fifteen total, unless dispelled)
  • Group Defense
  • Stasis (3): touch, permanent, nonstackable, reusable. This spell causes the target, if MP overcome, to be put in stasis. In this state the being does not age; the limbs can be forced to move, and the being in stasis can be damaged.
  • Protection Piercing (2): ranged, temporal, stackable, reusable. Spell provides a barrier that protects against weapons doing piercing damage. If a crush weapon hits the target, the damage the weapon does is halved before it affects armor. Criticals and special hits have the same affect, but are reduced by this spell. Example, enemy hits for 8 damage with a weapon affected by this spell. If the hit was a critical, spell still halves the damage, but the hit still will havle the AP and still do at least one hit.
  • Earth Healing (1, manual & auto, gain 3 hits Pact with Death)
  • Prayer of Armor (1): personal, temporal, stackable, reusable. Up to five targets, caster plus four more. Caster and up to four willing targets all gain the effect the mystic spell, but as a god spell, meaning this spell stacks with the mystic version. No mana is needed to power this spell. Each point is equal to one point of the mystic spell. Example, Prayer of Avoid 3 cast would put Avoid 3 on caster plus up to four targets within range. Caster would have equivalent of Avoid 5 if the caster also cast Avoid 2, other targets would still have Avoid 3 effect unless they also had the Avoid spell on themself. Since the spell is stackable, Prayers from multiple casters on overlapping targets all stack.
  • Create Golem (2): ranged, temporal, non-stackable, reusable. This spell animates a specifically crafted stone and metal statue by sticking an available Gnome into the statue. The statue can be a maximun of 5 SIZ per m. of the Gnome inhabiting it. The statue will have 1d6 DEX, HP (Really AP) are double normal,a hit of 50%+bonus, no parry, damage of weapon+damage bonus, move 2, and all other stats as normal. Statues take damage like objects. The statue costs 1500/SIZ point or a successful Craft Metal and Stone roll and 500/SIZ point.


Copyright © 1997-2002 by Michael Derry, derry@jugenstil.com

Updated 8 MAY 02